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Re: co-op server [message #220130 is a reply to message #220126] |
Sun, 17 September 2006 16:24 |
Ivan275
Messages: 41 Registered: August 2006
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what exactly is in the ldd file? Cause I'm working om coop maps aswell. I can make a nice map with nice objectibes just my bots need some work...
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Re: co-op server [message #220154 is a reply to message #220134] |
Sun, 17 September 2006 18:29 |
Ivan275
Messages: 41 Registered: August 2006
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wait wait wait
The .mix is the full map with all the files and setings, objects, textures, ground, spawners...
when you are making/editing a coop map in LE, LE will create the ldd file for you
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Re: co-op server [message #220189 is a reply to message #220186] |
Mon, 18 September 2006 00:10 |
Ivan275
Messages: 41 Registered: August 2006
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I guess you can ignore what I posted I was a little drunk, lol. For the coop maps I'm making the the ldd file in in the mix so i got confused as to why you would want someone to create just the ldd and not just a working mix.
If you find out for me what makes bots turn around faster on some servers and slow on others I can/am/will make the maps. For some stupid reason my bots turn SLOW. (setting server bot turn rate 25 or 180 or 500 does nothing to the clients, the bots still turn slow for all players, 20-40 is the turn rate the players see no matter what my server has.)
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Re: co-op server [message #220198 is a reply to message #220126] |
Mon, 18 September 2006 01:56 |
Babekida
Messages: 27 Registered: August 2006
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i know how u can make u bots turn faster.
more i got the problem els i make bots and load my server on ssaow me server crash how u fix that ???
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Re: co-op server [message #220201 is a reply to message #220200] |
Mon, 18 September 2006 02:11 |
Ivan275
Messages: 41 Registered: August 2006
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honestly i have no idea, a friend sent it to me, and that's what i use and modify to make it do what i want. It may be a fixed 1.5 for all i know...
sversion = bhs.dll in 2.7000
Edit: You know it may be modified/fixed 1.5
const char *Ver = "1.5";
[Updated on: Mon, 18 September 2006 02:15] Report message to a moderator
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Re: co-op server [message #220244 is a reply to message #220207] |
Mon, 18 September 2006 08:35 |
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LR01
Messages: 842 Registered: April 2006 Location: The Netherlands
Karma: 0
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Colonel |
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can you also make a server without 10 sec respawners?
when I'm on a co-op server with less plp I only can kill endless respawners
Moding can be real Fun...
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Re: co-op server [message #220268 is a reply to message #220126] |
Mon, 18 September 2006 10:37 |
dead6re
Messages: 602 Registered: September 2003
Karma: 0
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Colonel |
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If you know anything in C++, you will find that the bug should be occuring in the "Killed" event for soliders I believe.
Let all your wishes be granted except one, so you will still have something to strieve for.
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Re: co-op server [message #220270 is a reply to message #220126] |
Mon, 18 September 2006 10:44 |
dead6re
Messages: 602 Registered: September 2003
Karma: 0
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Colonel |
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The bug that SSAOW 1.5 crashes when you use bots.
Let all your wishes be granted except one, so you will still have something to strieve for.
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Re: co-op server [message #220363 is a reply to message #220360] |
Tue, 19 September 2006 01:22 |
Ivan275
Messages: 41 Registered: August 2006
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yes std::string killer(Get_Player_Name(shooter)) is what crashes the server. You can't get the name of the bot with Get_Player_Name.
A supper easy Fix 1 in ssaow.ini find ShowPlayerKillMessage=1 and change to ShowPlayerKillMessage=0 no more server crashes.
If you actualy need some kill message then you can do Easy fix 2 in aow.cpp file find M00_GrantPowerup_Created::Killed about 30 lined later find std::string killer(Get_Player_Name(shooter)) replace with std::string killer("BOT") then just build scripts. This will only work if your server is coop only.
now if for some reason you need to know what kind of bot killed the palyer you can do Fix 3 in aow.cpp file find M00_GrantPowerup_Created::Killed and find else if (!Is_Soldier(shooter))
{
char KillMsg[512];
sprintf(KillMsg,"The %s killed %s (%s)",Translate_Preset(shooter),Get_Player_Name(obj),Get_Preset_Info(obj));
FDSMessage(KillMsg,"_PLAYERKILL");
}
else
{
std::string killer(Get_Player_Name(shooter)),
and replace with else if (!Is_Soldier(shooter))
{
char KillMsg[512];
sprintf(KillMsg,"The %s killed %s (%s)",Translate_Preset(shooter),Get_Player_Name(obj),Get_Preset_Info(obj));
FDSMessage(KillMsg,"_PLAYERKILL");
}
else if (Get_Player_ID(shooter)==-1)
{
char KillMsg[512];
sprintf(KillMsg,"The %s killed %s (%s)",Translate_Preset(shooter),Get_Player_Name(obj),Get_Preset_Info(obj));
FDSMessage(KillMsg,"_PLAYERKILL");
}
else
{
std::string killer(Get_Player_Name(shooter)), then add all the bots names on your maps to ssaow.ini [Translated_Preset] sercion and replace your bots stupid names with something you like berre ex. Nod_RocketSoldier_2SF_LaserRifle="BlackHand Laser Chaingunner"
[Updated on: Tue, 19 September 2006 01:29] Report message to a moderator
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Re: co-op server [message #220371 is a reply to message #220126] |
Tue, 19 September 2006 03:39 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Just replace "is_soldier" with "is_a_star" everywhere you see it, otherwise it will think that the bot is an actual player.
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